I am developing an 3D engine from scratch and I am trying to unproject a vector. I use my own Math library called ALMath.js
. As far as I know, to convert 2d screen coordinates into 3d world coordinates I need multiply the vector formed by x and y coordinates in the canvas by the inverse of ViewProjection Matrix. This is the code for unproject:
unproject : function (vector){
var viewMatrix = camera.viewMatrix;
var projectionMatrix = camera.projectionMatrix;
var viewProjection = viewMatrix.multiply(projectionMatrix);
var inverseViewProjection = viewProjection.getInverse();
var x = ((vector.x -0) / (AL3D.width)) *2 -1;
var y = ((vector.y -0) / (AL3D.height)) * 2 -1;
var z = 2*vector.z-1;
var w = 1;
var vec4 = new ALMath.Vector4(x,y,z,w);
var transformedVector = inverseViewProjection.multiplyByVector4(vec4);
var wordCoords = new ALMath.Vector3(transformedVector.x/transformedVector.w,transformedVector.y/transformedVector.w,transformedVector.z/transformedVector.w);
return wordCoords;
}
The ALMath
library works fine. I use it around all engine (compute the model-view-projection, create projection matrix, do the inverse ...) and works well. In fact I check the result of the operations using Octave
(alternative to matlab
) and the result is the same with ALMath
.
The problem is that if I click in the upper left corner:
canvas.addEventListener('click', function(event) {
var rect = canvas.getBoundingClientRect();
var x = event.pageX - rect.left,
y = event.pageY - rect.top;
var vector = camera.unproject(new ALMath.Vector3(x,y,0));
});
with x = 0
and y = 2
I get a vector = (-0.12131, -0.25894, -0.79409)
and I know that it is wrong because If I set the cube mesh in that position I see that this is not the upper left corner.
I have programmed a lookAt function in the camera class
lookAt : function (eye, target, up)
As a example I show the operations for x = 0
and y = 2
with octave
.
Firs I set my camera as follow:
camera = new AL3D.PerspectiveCamera(40, window.innerWidth/window.innerHeight);
camera.lookAt(new ALMath.Vector3(), new ALMath.Vector3(0,-0.5,-2), new ALMath.Vector3(0,1,0));
And this is step by step calculations in octave
that match with javascript code result
viewMatrix =
1.00000 0.00000 0.00000 0.00000
0.00000 0.97014 0.24254 0.00000
0.00000 -0.24254 0.97014 0.00000
0.00000 0.00000 0.00000 1.00000
projectionMatrix =
1.37374 0.00000 0.00000 0.00000
0.00000 2.82610 0.00000 0.00000
0.00000 0.00000 -1.00020 -0.20002
0.00000 0.00000 -1.00000 0.00000
octave:7> viewProjectionMatrix = viewMatrix * projectionMatrix
viewProjectionMatrix =
1.37374 0.00000 0.00000 0.00000
0.00000 2.74171 -0.24258 -0.04851
0.00000 -0.68543 -0.97034 -0.19405
0.00000 0.00000 -1.00000 0.00000
octave:8> inverseViewProjectionMatrix = inv(viewProjectionMatrix)
inverseViewProjectionMatrix =
0.72794 0.00000 0.00000 -0.00000
0.00000 0.34328 -0.08582 0.00000
0.00000 0.00000 0.00000 -1.00000
0.00000 -1.21256 -4.85023 5.00050
AL3D.width = 1366
AL3D.height = 664
x = -1
y = -0.9939759036144579
z = -1
w = 1
octave:9> vector = [ -1 -0.9939759036144579 -1 1]
vector =
-1.00000 -0.99398 -1.00000 1.00000
octave:10> transformedVector = vector * inverseViewProjectionMatrix
transformedVector =
-0.72794 -1.55377 -4.76492 6.00050
// Perspective division
octave:12> result = [ transformedVector(1)/transformedVector(4) transformedVector(2)/transformedVector(4) transformedVector(3)/transformedVector(4)]
result =
-0.12131 -0.25894 -0.79409
Maybe I am forgeting something, but I don't know. What is wrong in my logic. Thanks.
Edit: The problem seem to be the view matrix. This is the code for my view matrix:
lookAt : function(eye, target, up){
var eye = eye || new ALMath.Vector3();
var up = up || new ALMath.Vector3();
var target = target || new ALMath.Vector3();
var c = this.components;
var z = target.sub(eye);
z = z.normalize();
var x = z.cross(up);
x = x.normalize();
var y = x.cross(z);
y = y.normalize();
c[0] = x.x; c[1] = x.y; c[2] = x.z;
c[4] = y.x; c[5] = y.y; c[6] = y.z;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z;
c[12] = -x.dot(eye); c[13] = -y.dot(eye); c[14] = z.dot(eye);
return this;
},
and this is for projection:
perspectiveProjection : function ( fov, aspect, zNear, zFar ) {
var a = aspect;
var tan=Math.tan(ALMath.degToRad(0.5*fov)),
A=-(zFar+zNear)/(zFar-zNear),
B=(-2*zFar*zNear)/(zFar-zNear);
var c = this.components;
c[ 0 ] = 0.5/tan; c[ 4 ] = 0; c[ 8 ] = 0; c[ 12 ] = 0;
c[ 1 ] = 0; c[ 5 ] = (0.5*a/tan); c[ 9 ] = 0; c[ 13 ] = 0;
c[ 2 ] = 0; c[ 6 ] = 0; c[ 10 ] = A; c[ 14 ] = B;
c[ 3 ] = 0; c[ 7 ] = 0; c[ 11 ] =-1; c[ 15 ] = 0;
return this;
},
My projection matrix is fine. But my view matrix is not the same that the view matrix compute in the gman library: https://github.com/greggman/twgl.js/blob/master/src/m4.js in m4.js the matrix is computed
c[0] = x.x; c[1] = x.y; c[2] = x.z; c[3] = 0;
c[4] = y.x; c[5] = y.y; c[6] = y.z; c[7] = 0;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z; c[11] = 0;
c[12] = eye.x; c[13] = eye.y; c[14] = eye.z; c[15] = 1;
instead of
c[0] = x.x; c[1] = x.y; c[2] = x.z;
c[4] = y.x; c[5] = y.y; c[6] = y.z;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z;
c[12] = -x.dot(eye); c[13] = -y.dot(eye); c[14] = z.dot(eye);
Note that in my math library I computed it with dot between axis and eye as said here: Calculating a LookAt matrix
So,that thread is wrong? I should use eye directly instead dot product between axis and eye?
If I run the script posted by gman I get the following ouput:
frustum points
0 -0.414 -0.207 -0.500
1 0.414 -0.207 -0.500
2 -0.414 0.207 -0.500
3 0.414 0.207 -0.500
4 -82.843 -41.421 -100.000
5 82.843 -41.421 -100.000
6 -82.843 41.421 -100.000
7 82.843 41.421 -100.000
camerafrustum points
0 1.666 2.120 3.080
1 1.080 2.120 3.666
2 1.497 2.458 2.911
3 0.911 2.458 3.497
4 134.224 25.915 19.067
5 17.067 25.915 136.224
6 100.403 93.555 -14.754
7 -16.754 93.555 102.403
screen points (should match width, height)
0 148.858 -47.653 4.029
1 111.806 -38.903 3.734
2 147.454 -72.303 4.217
3 108.845 -59.000 3.876
4 951.911 101.710 9.651
5 61.823 20.354 3.229
6 -833.522 732.104 -10.661
7 25.094 -97.340 4.035
unprojected (should match cameraFrustum points)
0 1.666 2.120 3.080
1 1.080 2.120 3.666
2 1.497 2.458 2.911
3 0.911 2.458 3.497
4 134.224 25.915 19.067
5 17.067 25.915 136.226
6 100.404 93.556 -14.754
7 -16.754 93.557 102.405
Is the same that result posted by gman but it differs in the screen points (should match width, height)
section.
If I run the gman script in my pc with this directive: <script src="https://twgljs.org/dist/2.x/twgl-full.min.js"></script>
the output is the same that gman posted
screen points (should match width, height)
0 -0.000 -0.000 -1.000
1 300.000 -0.000 -1.000
2 -0.000 150.000 -1.000
3 300.000 150.000 -1.000
4 0.000 0.000 1.000
5 300.000 0.000 1.000
6 -0.000 150.000 1.000
7 300.000 150.000 1.000
But If I download https://twgljs.org/dist/2.x/twgl-full.min.js
and store in the same directory that html file and use the directive <script src="twgl.js"></script>
in the html file, the output is like my Math library, this is:
screen points (should match width, height)
0 148.858 -47.653 4.029
1 111.806 -38.903 3.734
2 147.454 -72.303 4.217
3 108.845 -59.000 3.876
4 951.911 101.710 9.651
5 61.823 20.354 3.229
6 -833.522 732.104 -10.661
7 25.094 -97.340 4.035
The script adapted to my library is the following:
function main()
{
var width = 300;
var height = 150;
var aspect = width / height
var fieldOfView = Math.PI * 0.25; // 45 degrees
var zNear = 0.5;
var zFar = 100;
var projection = new ALMath.Matrix4();
projection = projection.perspectiveProjection(45, aspect, zNear, zFar);
var eye = new ALMath.Vector3(1, 2, 3);
var target = new ALMath.Vector3(4, 5, 6);
var up = new ALMath.Vector3(0, 1, 0);
var camera = new ALMath.Matrix4();
camera = camera.lookAt(eye, target, up);
var view = camera.getInverse();
var viewProjection = view.multiply(projection);
var inverseViewProjection = viewProjection.getInverse();
function getFrustumPoints(fieldOfView, aspect, zNear, zFar) {
var f = 1 / Math.tan(fieldOfView / 2);
var nearY = zNear / f;
var nearX = nearY * aspect;
var farY = zFar / f;
var farX = farY * aspect;
return [
new ALMath.Vector3(-nearX, -nearY, -zNear),
new ALMath.Vector3( nearX, -nearY, -zNear),
new ALMath.Vector3(-nearX, nearY, -zNear),
new ALMath.Vector3( nearX, nearY, -zNear),
new ALMath.Vector3(-farX, -farY, -zFar),
new ALMath.Vector3( farX, -farY, -zFar),
new ALMath.Vector3(-farX, farY, -zFar),
new ALMath.Vector3( farX, farY, -zFar),
];
}
function projectScreenPoint(width, height, projection, point) {
var c = projection.transformPoint(point);
return new ALMath.Vector3((c.x * 0.5 + 0.5) * width,(c.y * 0.5 + 0.5) * height, c.z);
}
function unproject(width, height, inverseViewProjection, p) {
return inverseViewProjection.transformPoint(new ALMath.Vector3(p.x / width * 2 - 1, p.y / height * 2 - 1, p.z));
}
function showPoints(label, points) {
log(label);
points.forEach((p, ndx) => log(ndx, p.x.toFixed(3), p.y.toFixed(3), p.z.toFixed(3)));
}
var frustumPoints = getFrustumPoints(fieldOfView, aspect, zNear, zFar);
showPoints("frustum points", frustumPoints);
var cameraFrustumPoints = frustumPoints.map(
p => camera.transformPoint(p));
showPoints("camerafrustum points", cameraFrustumPoints);
var screenPoints = cameraFrustumPoints.map(
p => projectScreenPoint(width, height, viewProjection, p));
showPoints("screen points (should match width, height)", screenPoints);
var unprojectedPoints = screenPoints.map(
p => unproject(width, height, inverseViewProjection, p));
showPoints("unprojected (should match cameraFrustum points)",
unprojectedPoints);
function log(...args) {
var elem = document.createElement("pre");
elem.textContent = [...args].join(' ');
document.body.appendChild(elem);
}
}
So the questions now are:
- I should use eye directly instead dot product between axis and eye?
- Why the screen points differs, from my library and local stored gman's library and from the